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authorDan Goodliffe <dan@randomdan.homeip.net>2021-02-19 01:16:38 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-02-19 01:16:38 +0000
commitf8e7c47bbd33fb67afa3ba5478fceb13ddb09243 (patch)
tree5c370029f658e62f8bb4866e6d45af46c05c4045 /gfx/models/mesh.h
parentAdd support for directional light color and an ambient color (diff)
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Mesh split, bogeys follow rails.
Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically.
Diffstat (limited to 'gfx/models/mesh.h')
-rw-r--r--gfx/models/mesh.h8
1 files changed, 1 insertions, 7 deletions
diff --git a/gfx/models/mesh.h b/gfx/models/mesh.h
index 4982145..ea3a26b 100644
--- a/gfx/models/mesh.h
+++ b/gfx/models/mesh.h
@@ -17,9 +17,6 @@ enum MeshBufferPositions { POSITION_VB, TEXCOORD_VB, NORMAL_VB, INDEX_VB };
class Mesh {
public:
- using Data = std::pair<std::vector<Vertex>, std::vector<unsigned int>>;
- explicit Mesh(const std::filesystem::path & fileName);
- explicit Mesh(const ObjParser & obj);
Mesh(std::span<Vertex> vertices, std::span<unsigned int> indices, GLenum = GL_TRIANGLES);
virtual ~Mesh();
@@ -29,10 +26,6 @@ public:
void Draw() const;
private:
- explicit Mesh(Data && vandi, GLenum = GL_TRIANGLES);
-
- static Data packObjParser(const ObjParser &);
-
static constexpr unsigned int NUM_BUFFERS {4};
GLuint m_vertexArrayObject;
@@ -40,5 +33,6 @@ private:
size_t m_numIndices;
GLenum mode;
};
+using MeshPtr = std::shared_ptr<const Mesh>;
#endif